Reinforcement Learning
Safe MPC Alignment with Human Directional Feedback
Xie, Zhixian, Zhang, Wenlong, Ren, Yi, Wang, Zhaoran, Pappas, George J., Jin, Wanxin
In safety-critical robot planning or control, manually specifying safety constraints or learning them from demonstrations can be challenging. In this paper, we propose a certifiable alignment method for a robot to learn a safety constraint in its model predictive control (MPC) policy with human online directional feedback. To our knowledge, it is the first method to learn safety constraints from human feedback. The proposed method is based on an empirical observation: human directional feedback, when available, tends to guide the robot toward safer regions. The method only requires the direction of human feedback to update the learning hypothesis space. It is certifiable, providing an upper bound on the total number of human feedback in the case of successful learning of safety constraints, or declaring the misspecification of the hypothesis space, i.e., the true implicit safety constraint cannot be found within the specified hypothesis space. We evaluated the proposed method using numerical examples and user studies in two developed simulation games. Additionally, we implemented and tested the proposed method on a real-world Franka robot arm performing mobile water-pouring tasks in a user study. The simulation and experimental results demonstrate the efficacy and efficiency of our method, showing that it enables a robot to successfully learn safety constraints with a small handful (tens) of human directional corrections.
Continuous-time q-Learning for Jump-Diffusion Models under Tsallis Entropy
Bo, Lijun, Huang, Yijie, Yu, Xiang, Zhang, Tingting
This paper studies continuous-time reinforcement learning for controlled jump-diffusion models by featuring the q-function (the continuous-time counterpart of Q-function) and the q-learning algorithms under the Tsallis entropy regularization. Contrary to the conventional Shannon entropy, the general form of Tsallis entropy renders the optimal policy not necessary a Gibbs measure, where some Lagrange multiplier and KKT multiplier naturally arise from certain constraints to ensure the learnt policy to be a probability distribution. As a consequence,the relationship between the optimal policy and the q-function also involves the Lagrange multiplier. In response, we establish the martingale characterization of the q-function under Tsallis entropy and devise two q-learning algorithms depending on whether the Lagrange multiplier can be derived explicitly or not. In the latter case, we need to consider different parameterizations of the q-function and the policy and update them alternatively. Finally, we examine two financial applications, namely an optimal portfolio liquidation problem and a non-LQ control problem. It is interesting to see therein that the optimal policies under the Tsallis entropy regularization can be characterized explicitly, which are distributions concentrate on some compact support. The satisfactory performance of our q-learning algorithm is illustrated in both examples.
PA-LOCO: Learning Perturbation-Adaptive Locomotion for Quadruped Robots
Xiao, Zhiyuan, Zhang, Xinyu, Zhou, Xiang, Zhang, Qingrui
Numerous locomotion controllers have been designed based on Reinforcement Learning (RL) to facilitate blind quadrupedal locomotion traversing challenging terrains. Nevertheless, locomotion control is still a challenging task for quadruped robots traversing diverse terrains amidst unforeseen disturbances. Recently, privileged learning has been employed to learn reliable and robust quadrupedal locomotion over various terrains based on a teacher-student architecture. However, its one-encoder structure is not adequate in addressing external force perturbations. The student policy would experience inevitable performance degradation due to the feature embedding discrepancy between the feature encoder of the teacher policy and the one of the student policy. Hence, this paper presents a privileged learning framework with multiple feature encoders and a residual policy network for robust and reliable quadruped locomotion subject to various external perturbations. The multi-encoder structure can decouple latent features from different privileged information, ultimately leading to enhanced performance of the learned policy in terms of robustness, stability, and reliability. The efficiency of the proposed feature encoding module is analyzed in depth using extensive simulation data. The introduction of the residual policy network helps mitigate the performance degradation experienced by the student policy that attempts to clone the behaviors of a teacher policy. The proposed framework is evaluated on a Unitree GO1 robot, showcasing its performance enhancement over the state-of-the-art privileged learning algorithm through extensive experiments conducted on diverse terrains. Ablation studies are conducted to illustrate the efficiency of the residual policy network.
Craftium: An Extensible Framework for Creating Reinforcement Learning Environments
Malagón, Mikel, Ceberio, Josu, Lozano, Jose A.
Most Reinforcement Learning (RL) environments are created by adapting existing physics simulators or video games. However, they usually lack the flexibility required for analyzing specific characteristics of RL methods often relevant to research. This paper presents Craftium, a novel framework for exploring and creating rich 3D visual RL environments that builds upon the Minetest game engine and the popular Gymnasium API. Minetest is built to be extended and can be used to easily create voxel-based 3D environments (often similar to Minecraft), while Gymnasium offers a simple and common interface for RL research. Craftium provides a platform that allows practitioners to create fully customized environments to suit their specific research requirements, ranging from simple visual tasks to infinite and procedurally generated worlds. We also provide five ready-to-use environments for benchmarking and as examples of how to develop new ones.
Diffusion Forcing: Next-token Prediction Meets Full-Sequence Diffusion
Chen, Boyuan, Monso, Diego Marti, Du, Yilun, Simchowitz, Max, Tedrake, Russ, Sitzmann, Vincent
This paper presents Diffusion Forcing, a new training paradigm where a diffusion model is trained to denoise a set of tokens with independent per-token noise levels. We apply Diffusion Forcing to sequence generative modeling by training a causal next-token prediction model to generate one or several future tokens without fully diffusing past ones. Our approach is shown to combine the strengths of next-token prediction models, such as variable-length generation, with the strengths of full-sequence diffusion models, such as the ability to guide sampling to desirable trajectories. Our method offers a range of additional capabilities, such as (1) rolling-out sequences of continuous tokens, such as video, with lengths past the training horizon, where baselines diverge and (2) new sampling and guiding schemes that uniquely profit from Diffusion Forcing's variable-horizon and causal architecture, and which lead to marked performance gains in decision-making and planning tasks. In addition to its empirical success, our method is proven to optimize a variational lower bound on the likelihoods of all subsequences of tokens drawn from the true joint distribution. Project website: https://boyuan.space/diffusion-forcing
Multi-Time Scale Service Caching and Pricing in MEC Systems with Dynamic Program Popularity
Chen, Yiming, Hu, Xingyuan, Gu, Bo, Gong, Shimin, Su, Zhou
In mobile edge computing systems, base stations (BSs) equipped with edge servers can provide computing services to users to reduce their task execution time. However, there is always a conflict of interest between the BS and users. The BS prices the service programs based on user demand to maximize its own profit, while the users determine their offloading strategies based on the prices to minimize their costs. Moreover, service programs need to be pre-cached to meet immediate computing needs. Due to the limited caching capacity and variations in service program popularity, the BS must dynamically select which service programs to cache. Since service caching and pricing have different needs for adjustment time granularities, we propose a two-time scale framework to jointly optimize service caching, pricing and task offloading. For the large time scale, we propose a game-nested deep reinforcement learning algorithm to dynamically adjust service caching according to the estimated popularity information. For the small time scale, by modeling the interaction between the BS and users as a two-stage game, we prove the existence of the equilibrium under incomplete information and then derive the optimal pricing and offloading strategies. Extensive simulations based on a real-world dataset demonstrate the efficiency of the proposed approach.
The path towards contact-based physical human-robot interaction
Farajtabar, Mohammad, Charbonneau, Marie
With the advancements in human-robot interaction (HRI), robots are now capable of operating in close proximity and engaging in physical interactions with humans (pHRI). Likewise, contact-based pHRI is becoming increasingly common as robots are equipped with a range of sensors to perceive human motions. Despite the presence of surveys exploring various aspects of HRI and pHRI, there is presently a gap in comprehensive studies that collect, organize and relate developments across all aspects of contact-based pHRI. It has become challenging to gain a comprehensive understanding of the current state of the field, thoroughly analyze the aspects that have been covered, and identify areas needing further attention. Hence, the present survey. While it includes key developments in pHRI, a particular focus is placed on contact-based interaction, which has numerous applications in industrial, rehabilitation and medical robotics. Across the literature, a common denominator is the importance to establish a safe, compliant and human intention-oriented interaction. This endeavour encompasses aspects of perception, planning and control, and how they work together to enhance safety and reliability. Notably, the survey highlights the application of data-driven techniques: backed by a growing body of literature demonstrating their effectiveness, approaches like reinforcement learning and learning from demonstration have become key to improving robot perception and decision-making within complex and uncertain pHRI scenarios. As the field is yet in its early stage, these observations may help guide future developments and steer research towards the responsible integration of physically interactive robots into workplaces, public spaces, and elements of private life.
JointPPO: Diving Deeper into the Effectiveness of PPO in Multi-Agent Reinforcement Learning
While Centralized Training with Decentralized Execution (CTDE) has become the prevailing paradigm in Multi-Agent Reinforcement Learning (MARL), it may not be suitable for scenarios in which agents can fully communicate and share observations with each other. Fully centralized methods, also know as Centralized Training with Centralized Execution (CTCE) methods, can fully utilize observations of all the agents by treating the entire system as a single agent. However, traditional CTCE methods suffer from scalability issues due to the exponential growth of the joint action space. To address these challenges, in this paper we propose JointPPO, a CTCE method that uses Proximal Policy Optimization (PPO) to directly optimize the joint policy of the multi-agent system. JointPPO decomposes the joint policy into conditional probabilities, transforming the decision-making process into a sequence generation task. A Transformer-based joint policy network is constructed, trained with a PPO loss tailored for the joint policy. JointPPO effectively handles a large joint action space and extends PPO to multi-agent setting in a clear and concise manner. Extensive experiments on the StarCraft Multi-Agent Challenge (SMAC) testbed demonstrate the superiority of JointPPO over strong baselines. Ablation experiments and analyses are conducted to explores the factors influencing JointPPO's performance.
ROER: Regularized Optimal Experience Replay
Li, Changling, Hong, Zhang-Wei, Agrawal, Pulkit, Garg, Divyansh, Pajarinen, Joni
Experience replay serves as a key component in the success of online reinforcement learning (RL). Prioritized experience replay (PER) reweights experiences by the temporal difference (TD) error empirically enhancing the performance. However, few works have explored the motivation of using TD error. In this work, we provide an alternative perspective on TD-error-based reweighting. We show the connections between the experience prioritization and occupancy optimization. By using a regularized RL objective with $f-$divergence regularizer and employing its dual form, we show that an optimal solution to the objective is obtained by shifting the distribution of off-policy data in the replay buffer towards the on-policy optimal distribution using TD-error-based occupancy ratios. Our derivation results in a new pipeline of TD error prioritization. We specifically explore the KL divergence as the regularizer and obtain a new form of prioritization scheme, the regularized optimal experience replay (ROER). We evaluate the proposed prioritization scheme with the Soft Actor-Critic (SAC) algorithm in continuous control MuJoCo and DM Control benchmark tasks where our proposed scheme outperforms baselines in 6 out of 11 tasks while the results of the rest match with or do not deviate far from the baselines. Further, using pretraining, ROER achieves noticeable improvement on difficult Antmaze environment where baselines fail, showing applicability to offline-to-online fine-tuning. Code is available at \url{https://github.com/XavierChanglingLi/Regularized-Optimal-Experience-Replay}.
Autoverse: An Evolvable Game Langugage for Learning Robust Embodied Agents
We introduce Autoverse, an evolvable, domain-specific language for single-player 2D grid-based games, and demonstrate its use as a scalable training ground for Open-Ended Learning (OEL) algorithms. Autoverse uses cellular-automaton-like rewrite rules to describe game mechanics, allowing it to express various game environments (e.g. mazes, dungeons, sokoban puzzles) that are popular testbeds for Reinforcement Learning (RL) agents. Each rewrite rule can be expressed as a series of simple convolutions, allowing for environments to be parallelized on the GPU, thereby drastically accelerating RL training. Using Autoverse, we propose jump-starting open-ended learning by imitation learning from search. In such an approach, we first evolve Autoverse environments (their rules and initial map topology) to maximize the number of iterations required by greedy tree search to discover a new best solution, producing a curriculum of increasingly complex environments and playtraces. We then distill these expert playtraces into a neural-network-based policy using imitation learning. Finally, we use the learned policy as a starting point for open-ended RL, where new training environments are continually evolved to maximize the RL player agent's value function error (a proxy for its regret, or the learnability of generated environments), finding that this approach improves the performance and generality of resultant player agents.